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Fire Emblem - Page 14

Forum Index > General Games
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chocorush
Profile Joined June 2009
696 Posts
March 01 2016 01:19 GMT
#261
It also depends on how OCD you are about getting all the children and support convos, and if you replay on higher difficulties. I think I ended up around 80 hours with a 4 or 5 month break in between for Conquest, and breezed through Birthright and Revelations at around 30-35 hours each. The support convos and paralogues are mostly the same for Revelations, so it turns out to be quite a bit less content than it looks at face value.
TheYango
Profile Joined September 2008
United States47024 Posts
March 01 2016 01:27 GMT
#262
Revelations is just less value overall than the other two routes in general.
Moderator
lestye
Profile Blog Joined August 2010
United States4228 Posts
March 01 2016 06:25 GMT
#263
On March 01 2016 10:27 TheYango wrote:
Revelations is just less value overall than the other two routes in general.

BUT THE CLOSURE!!!
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
TL+ Member
Frudgey
Profile Joined September 2012
Canada3367 Posts
Last Edited: 2016-03-01 07:57:46
March 01 2016 06:35 GMT
#264
On March 01 2016 15:25 lestye wrote:
Show nested quote +
On March 01 2016 10:27 TheYango wrote:
Revelations is just less value overall than the other two routes in general.

BUT THE CLOSURE!!!

I have a feeling that I'll get Revelations and then end up enjoying it more than Conquest, leading Yango to never speak to me again.

Gods know we disagree on many things already haha.

On a more serious note, I do want Revelations for the closure. Birthright I'm to keen on getting because I won't be able to use all of those lovable Conquest characters.

EDIT: Hey I also had a question - I know that people here weren't too hot on Mozu, but what about using any children of Mozu? I was just asking because they'd get Aptitude, and then they'd have some decent growth rates, which might make them using.

Thoughts?
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-01 08:39:11
March 01 2016 08:06 GMT
#265
She makes great kids, it's just a little awkward that she gives such poor pair-up bonuses so you kind of need to give her to a self-sufficient unit that can accept having a Guard Stance partner that she's giving Dual Guard and nothing else while you're pairing them. She also doesn't have a fast support growth with anyone, which complicates matters.

Best candidates for this are like early Paladin Jakob (just super powerful early game and can handle any Guard Stance partner cuz they activate Defender), Keaton (well-rounded offensive/defensive powerhouse that's just overall solid around his join time), and Niles (Niles is interesting because he loses short-term power from having a bad pair-up but gains a lot of long-term power from gaining Archer as a reclass option, and Nina becomes a lategame Ninja-murdering machine).

There's also the kind of oddly well-matched pair of Arthur+Mozu. Most units really have no use for a pair-up bonus of +5 Skl +5 Luk which is what makes Mozu awkward to pair, but Arthur happens to be the one character in the game that desperately needs those 2 stats. The real draw is the resulting Percy, who is obviously insane with Aptitude. The tradeoff here is that the support grows far slower than Effie's and you have to always use Arthur as the front unit in the pair, which is kind of a waste when his pair up bonuses are so good. You also just kind of have to bench Effie or assign her to pair-up duty from the start because she ends up having no good Guard Stance partners (need Kaze) for a long time if Arthur has to always be with Mozu (which has to happen because of their slow support growth).
Moderator
Faruko
Profile Joined April 2013
Chile34173 Posts
March 01 2016 10:42 GMT
#266
On March 01 2016 10:27 TheYango wrote:
Revelations is just less value overall than the other two routes in general.

It also cost 50% tho, so i guess its right.
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
chocorush
Profile Joined June 2009
696 Posts
March 01 2016 15:58 GMT
#267
Aptitude is a decent skill to pass down, but in practice it hasn't had a big impact. Child units already have awesome growths and bases so the marginal benefit tends to be small. I personally prefer passing down skills that have immediate impact on combat. Depending on what your child class is, it would be hard to give up quick draw which continues to benefit you after you start cap ramming.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-01 17:47:51
March 01 2016 17:46 GMT
#268
I was assuming a level 1 Villager Mozu who you're only pairing for the purpose of getting the kids.

If you're actually using Mozu as a unit, your options open up a lot, especially since Archer actually gives useful pair-up bonuses (+2 Str/Skl/Spd as opposed to +3 Skl/Luk).
Moderator
Alventenie
Profile Joined July 2007
United States2147 Posts
March 02 2016 04:54 GMT
#269
Seriously hate Conquest Chapter 24...

2 times I get to the end. Both times get screwed on RNG....

First time I actually kill the boss and all thats left is the pair unit. Hits a 30% chance for exact damage on Effie to die. This was likely my fault but the boss dodged 3 90%+ hits so I had to use every unit to kill them.

2nd time I get to the boss and they double Luna (~35-40% chance) back to back on avatar..... Like seriously this is frustrating for just stupid randomness.
chocorush
Profile Joined June 2009
696 Posts
March 02 2016 05:13 GMT
#270
You mean, you don't like open field maps filled with 12 movement falcons with bow breaker?
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-02 05:16:59
March 02 2016 05:15 GMT
#271
You can actually 2-turn the map with double-dance shenanigans and Xander wielding a Beast Killer. The hit rate is dodgy but since its so short you can just keep trying till Xander gets the ORKO.
Moderator
yookstah
Profile Joined October 2010
Australia655 Posts
Last Edited: 2016-03-02 06:03:06
March 02 2016 06:02 GMT
#272
Sorry to go OT but Yango you're trippin' me with the Teemo -> Pugna swapperino

Also, still no deets on PAL release? I yolo preordered the collectors
"I'm saying that you are all the time aggressive. I say to you choose situations to be aggressive and not aggressive. I'm talking it" - Cooller
Cricketer12
Profile Blog Joined May 2012
United States14000 Posts
March 02 2016 08:26 GMT
#273
Starting up a birth luna run. The thing that worries me the most is Chap 24, any tips?
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
chocorush
Profile Joined June 2009
696 Posts
March 02 2016 08:47 GMT
#274
If you can secure the bottom half and fight the reinforcements for 21 turns they should stop coming, allowing you to advance. It might be possible to cheese ganz one way or another depending on your available resources, but the safe way to beat him is to kill him in one player phase with ranged attacks as he does not initially have his 1-2 range weapon equipped. He should have Pavise, but magic and bows will reliably damage him from range.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-02 09:00:56
March 02 2016 08:50 GMT
#275
There's not much to Ch. 24, it's a large wide open map with no real interesting design features. You just have to slog through high-stat promoted enemies. A one-turn is probably possible because the boss is close enough that you could probably Rescue/double-dance your way there and cheese a Ryoma crit/Astra. The dominant strategy is to turtle though, because the map gives you no incentives to actually go fast. There are no side-objectives and reinforcements carrying droppable items actually *rewards* turtling long enough for them to appear.

24's firmly in the middle of lategame Birthright where the map design is not strategically interesting and just generally bad. I find it especially amusing how this map is kill boss, but is designed in a way where the player isn't incentivized to rush the boss, while chapter 23 would actually make sense as a kill boss map, but is instead a rout map with per-turn reinforcements deploying from opposite ends of the map (this only serves to annoy the player).
Moderator
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
March 02 2016 09:00 GMT
#276
On March 02 2016 15:02 yookstah wrote:
Sorry to go OT but Yango you're trippin' me with the Teemo -> Pugna swapperino

Also, still no deets on PAL release? I yolo preordered the collectors

Atleast you can preorder a CE

I can´t even do that.
WriterXiao8~~
Cricketer12
Profile Blog Joined May 2012
United States14000 Posts
March 02 2016 09:26 GMT
#277
On March 02 2016 17:50 TheYango wrote:
There's not much to Ch. 24, it's a large wide open map with no real interesting design features. You just have to slog through high-stat promoted enemies. A one-turn is probably possible because the boss is close enough that you could probably Rescue/double-dance your way there and cheese a Ryoma crit/Astra. The dominant strategy is to turtle though, because the map gives you no incentives to actually go fast. There are no side-objectives and reinforcements carrying droppable items actually *rewards* turtling long enough for them to appear.

24's firmly in the middle of lategame Birthright where the map design is not strategically interesting and just generally bad. I find it especially amusing how this map is kill boss, but is designed in a way where the player isn't incentivized to rush the boss, while chapter 23 would actually make sense as a kill boss map, but is instead a rout map with per-turn reinforcements deploying from opposite ends of the map (this only serves to annoy the player).

Sorry, I meant Chap 23 not 24. But this and the previous comment are helpful nonetheless ^^
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-02 09:45:57
March 02 2016 09:33 GMT
#278
23 just punishes you for having slow foot units. At that point in the game almost all of my army was mounted or paired with a mounted unit (Tsubaki, Hinoka, Silas, DK avatar, Paladin Ryoma, Falcoknight Sakura, Sophie, Shigure, etc.) , so moving between the safe zones did not take long enough for it to be a problem. The distance between the safe zones in the middle stretch is such that a mounted unit can pretty much always cross between them in 2 turns of movement (and therefore only take 1 turn of damage from the DV), but a foot unit will probably take 3.

Even if you have slow foot units, you can probably use them to bait and kill the reinforcements that trickle in behind you, as long as you don't try to make them cross the wide middle stretch and have sufficient mounted units to advance and kill Camilla.
Moderator
Faruko
Profile Joined April 2013
Chile34173 Posts
Last Edited: 2016-03-02 10:56:03
March 02 2016 10:55 GMT
#279
Played a couple of chapters yesterday

Thus game feels already better balanced than Awakeming ever did (and this is just from playing Birthright) so far, and i loved Awakening.

Still too early, so maybe it brokes down later in the game lol
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
TheYango
Profile Joined September 2008
United States47024 Posts
March 02 2016 18:47 GMT
#280
If you liked Awakening, Birthright is pretty much categorically better. It retains some of the problems, but is pretty much only an improvement wherever it changes things.
Moderator
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